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Old 02-10-07, 08:24 AM   #76
LuftWolf
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Ok, create a folder in the Mods directory that says "LWAMI_v307_FINAL". Then unzip the folder to THAT directory.

Then go in to your jsgme.ini file and add the line LWAMI_v307_FINAL=0, and you should be ready to go.

Cheers,
David
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Old 02-10-07, 08:40 AM   #77
Bellman
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Home and dry - scrub dry ! Thanks.
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Old 02-10-07, 08:42 AM   #78
LuftWolf
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Ok, since you've got it up and running, please play through a couple of missions with you against some AI subs or ships, something you are familiar with and see what happens.

Perhaps you can start with some quick missions, since those are notoriously dry... and then maybe move on to something you are familiar with.

It'd probably be best to test with show truth on and with time compression on, just to save you boredom.

Thanks a lot for doing this! I've been testing too, but I'm not objective at this point.

Cheers,
David
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Old 02-10-07, 09:07 AM   #79
LuftWolf
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Well, I found the first thing that needs to be corrected for the official distribution: the merchant ship prop needs to go in the other direction.

Cheers,
David
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Old 02-10-07, 09:14 AM   #80
Fire_Spy
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Your doing good work Luftwolf. This is THE mod for DW.
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The Russians knew where the carrier group was, but it would move in the four hours required by the bombers to get there. Their missiles needed precise information if they were to home in on the raid's primary target, the two American and one French carrier, or the mission was a wasted effort.

The game was hide and seek, played over a million square miles of ocean. The losers died.
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Old 02-10-07, 09:16 AM   #81
goldorak
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Quote:
Originally Posted by Fire_Spy
Your doing good work Luftwolf. This is THE mod for DW.
Actually its the ONLY mod for DW (which is not cosmetic), but its a damn fine mod.
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Old 02-10-07, 09:27 AM   #82
LuftWolf
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And when this started, all I really wanted to do was add the TB-23 and the UGST.

This was pretty much the beginning: http://www.subsim.com/radioroom/showthread.php?t=82764 .

If I only knew...

Cheers,
David
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Old 02-10-07, 09:48 AM   #83
Bill Nichols
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Absolutely positively most excellent MOD for DW.
Keep up the good work.
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Old 02-10-07, 11:18 AM   #84
Bellman
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LW: First look 307 using own scenario set up a few days ago to test WAA.

Cavitated SW at a bunch of Aks various ranges - first picked up at 2.9 nm, second 4 nm and third 4.3 nm.(in that order). No others picked me up including one at 1.3 nm right on my nose. My initial reaction was that AI sub sonar improved by about 25%.

Took Ak out and clearly picked up cavitators at 14.5 nm (plus).

Note at no point did the crew give out a cavitation warning.
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Old 02-10-07, 11:39 AM   #85
LuftWolf
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Well, my concern is that I went TOO far with the change, not that I didn't go far enough, so what you are saying is good news so far.

Cheers,
David
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Old 02-10-07, 11:52 AM   #86
LuftWolf
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Molon let me know about some issues with the Russian air defense systems, so I'm going to make some changes there as well.

If nothing pops up, expect the new version very soon!

Cheers,
David
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Old 02-10-07, 12:03 PM   #87
Molon Labe
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Yep, it's all my fault!

Don't forget about the Kr/Nu loadouts and the Kir damage value? 2 TASMs? weak!
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Old 02-10-07, 03:12 PM   #88
Bellman
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Further observation - AI Aks launch missiles half the time, and always Stallions (no SS-N-27s) often at short ranges (under 7 nm.)

Otherwise manual ASW launched missiles performing now as specified and the Stallions are now very efficient !

Expnding last report from dumps - under 7 nm behaviour as expected when their sonar alerted them the reaction was about equal 33% splits - speed-up, drop CM or launch.
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Old 02-10-07, 03:27 PM   #89
LuftWolf
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The akula's are detecting at longer ranges, and they are using their most efficient ASW weapons for that range.

They do have a limited loadout, and Molon observed that Akulas will sometimes followup ASW missile volleys with UGST's, especially if the missiles overshoot.

I'm pretty happy with those reports.

Cheers,
David
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Old 02-10-07, 03:29 PM   #90
Bellman
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OK - then its pub time here.
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